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Liste De Modules *D&D
Liste de modules *D&D Liste de modules *D&D La dernière version est disponible sur le site D&D Collection (http://dndcollection.free.fr) Cette liste a été générée le 13/01/2004 Ce document a été créé à l'aide de FPDF Ecrivez à : [email protected] pour tout renseignement ou remarque Page 1 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. This site (http://dndcollection.free.fr) is not affiliated with Wizards of the Coast, Inc. Liste de modules *D&D Allemand Page 2 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. This site (http://dndcollection.free.fr) is not affiliated with Wizards of the Coast, Inc. Liste de modules *D&D AD&D 1ere Edition Dragonlance N° TSR Code Titre Module PDF Copie DL2 Drachen der Flammen DL1 Drachen der Verzweiflung DL5 Drachengeheimnisses Forgotten Realms N° TSR Code Titre Module PDF Copie I3-5 Wüste der Verdammnis Greyhawk N° TSR Code Titre Module PDF Copie 8609/9 L2 Auf der Spur des Attentäters 8608/0 L1 Begegnung auf dem Knochenhügel Monstrous Arcana N° TSR Code Titre Module PDF Copie 8301 Die Teufel der See Non classés N° TSR Code Titre Module PDF Copie 8650/0 N1 Gegen den Kult des Reptilien-Gottes Règles N° TSR Code Titre Module PDF Copie 8537/6 Monster Handbuch I 8538/5 Monster Handbuch II Mythen & Legenden 8136/1 Spieler Handbuch Page 3 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. -
Vision, Voice, and Audience in La Chartreuse De Parme Lottie Katz
Vision, Voice, and Audience in La Chartreuse de Parme Lottie Katz Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Graduate School of Arts and Sciences COLUMBIA UNIVERSITY 2015 © 2015 Lottie Katz All rights reserved ABSTRACT Vision, Voice, and Audience in La Chartreuse de Parme Lottie Katz This dissertation presents a close reading of Stendhal’s La Chartreuse de Parme, analyzing its written style, its themes, and the relationships between its numerous characters and narrative lines. Through a rigorous investigation of these factors, Stendhal’s explicit creative project emerges: the author’s desire to present himself as a storyteller in conversation with his reader. As storyteller, Stendhal applies himself to show rather than tell. In his narrative method first person often replaces the third; the story unfolds before the reader’s eyes as it would on a stage. The clarity and sobriety of Stendhal’s language becomes a vehicle for the vivid expressivity and dynamic energy that give rise to the Chartreuse’s blatant theatrical presentation. This analysis unfolds in five chapters and an epilogue, illuminating the foundations of Stendhal’s theatrical style. I. Caricature: The Rogues’ Gallery: An inquiry into the passages that present Stendhal at his satiric best. II. Sentence Structure: The stylistic characteristics that underpin theatrical presentation. III. The Emphasis on Time: Stendhal’s manipulation of narrative time facilitates the forward movement of the action; it is theatrical in the sense that there is a continuous flow of movement. IV. Architectural Structure: Enables the disparate components of the narrative to fit together, though there are a multitude. -
Collectors Checklist by Richard © 2001, Version 2.7
Dungeons&Dragons Collectors Checklist by Richard © 2001, version 2.7 Well met and welcome to the Collectors Checklist! I made this checklist for myself to keep track of what TSR products I own. Many times was I in the position to photocopy (“Xerox”) a module or booklet that the owner didn’t wish to sell. So gradually my collection expanded with not only genuine products but also with photocopies. Since the coming of the officially digitized classic products (PDF) it is even harder to keep track of what product you own in what format. With the Collectors Checklist you will be able to sort your whole Dungeons&Dragons collection, no matter what the format is! For those out there who haven’t got a clue, here’s how to use the Collectors Checklist: TSR-Code : The product’s publishing code Sub-Code : When a product belongs to a specific group of products it carries this code Title : The product’s title (dah!) Hardcopy : Check this if you have the original item Copy : Check this if you have a copy (Xeroxcopy for instance) of the original product PDF : Check this if you have a digital copy(.pdf/.doc/etc.) of the original product HINT: you can even write down the number when you own more than one copy of a product ; ) If you think any items are missing, please mail me at [email protected] . Feel free to copy/share/print this list. Please visit these websites for the best Dungeons&Dragons archives on the Internet : http://www.acaeum.com http://home.flash.net/~brenfrow/index.htm . -
Robilar Remembered Lord Robilar and Company
41 $ # % They were frequently used on adventures and their breath weapon attacks were excellent for clean retrievals of treasure. %&))&! Patron Deity: None (although Robilar did occasionally give &!%&*+ homage to Odin). Stronghold: Robilar's Castle was located about 70 miles by Robert J. Kuntz with Douglas J. Behringer southwest of the City of Greyhawk, on the Wild Coast (Hex E4-89). The castle complex was surrounded by several ([email protected], [email protected]) villages, all of whom paid a tithe to Robilar for protection. he following information is derived from the original The castle consists of a series of structures; a great keep Greyhawk campaign, as conducted by E. Gary Gygax surrounded by four walls with towers at the corners. The and Robert J. Kuntz. This information is presented for uppermost part of the keep had a collapsible roof allowing background and trivia's sake, and may not in some the dragons to take immediate flight up and out. The main instances completely agree with the "official" Greyhawk gate was barred so that only a person with storm giant setting, as published by TSR, Inc. Only TSR, which owns the strength could lift the bar to gain entry (i.e., Robilar had a rights to the Greyhawk setting, can decide what is "official" girdle of storm giant strength, so only he could enter). Greyhawk lore, but it is hoped that the reader will find this Role-Playing Notes: Robilar started his career as neutral in information from the original Greyhawk campaign of alignment but over time has turned lawful evil. -
Mordenkainen's Magnificent Mansion
MORDENKAINEN’S MAGNIFICENT MANSION BY CHRISTOPHER WILLETT Sample file TABLE OF CONTENTS Foreword ........................................................................................................................................................................................... 2 Layout ........................................................................................................................................................................................................ 3 Customization ............................................................................................................................................................................................ 7 Betrayal at Mordenkainen’s Magnificent Mansion ................................................................................................................ 8 Appendix A ............................................................................................................................................................................ 11 ART CREDITS Monumental Stairway of the Palais Garnier Opera in Paris BY ISOGOOD CARTOGRAPHY BY CHRISTOPHER WILLETT DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, FORGOTTEN REALMS, THE DRAGON AMPERSAND, PLAYER’S HANDBOOK, MONSTER MANUAL, DUNGEON MASTER’S GUIDE, D&D ADVENTURERS LEAGUE, ALL OTHER WIZARDS OF THE COAST PRODUCT NAMES, AND THEIR RESPECTIVE LOGOS ARE TRADEMARKS OF WIZARDS OF THE COAST IN THE USA AND OTHER COUNTRIES. ALL CHARACTERS AND THEIR DISTINCTIVE LIKENESSES ARE PROPERTY OF WIZARDS OF THE COAST. -
Drow Adventure G
OW DR RY: TIA BES Descent into the Depths of the Game TSR Vol. 1: OD&D, AD&D 1e (1971-1989) by Shannon Appelcline Excerpt from Chapter 5: D1-D3 A Designers & Dragons Company Codex This article produced by Shannon Appelcline, Copyright © 2020 Designers & Dragons LLC. Designers & Dragons logo created by Daniel Solis for Evil Hat Productions, LLC, and used here with Evil Hat’s permission. This is an early draft preview. Please do not distribute. MORE PREVIEWS AT HTTPS://WWW.PATREON.COM/DESIGNERSANDDRAGONS Chapter 5: Greyhawk — Tournament Adventures (1978-1980) With a new AD&D rule system now in place, TSR was ready to start releasing adventures — except that’s not entirely true, as the majority of these adventures predated the completion of the trilogy of AD&D ruleBooks. And, TSR was ready to support Gary Gygax’s world of Greyhawk — except these adventures were mostly placed in Greyhawk retroactively. But, history is a funny thing, and these early tournament adventures are certainly recognized today as Both the first AD&D adventures and the first Greyhawk adventures. Name Type Authors Date Page G1: Steading of the Hill Giant Chief Adventure G. Gygax July 1978 G2: The Glacial Rift of the Frost Giant Adventure G. Gygax July 1978 Jarl G3: Hall of the Fire Giant King Adventure G. Gygax July 1978 D1: Descent into the Depths of the Adventure G. Gygax August 1978 Earth D2: Shrine of the Kuo-Toa Adventure G. Gygax August 1978 D3: Vault of the Drow Adventure G. Gygax August 1978 S1: TomB of Horrors Adventure G. -
Threshold Magazine
#20 The Mystara Magazine SKOTHAR The twentieth issue of the Mystara Magazine, featuring the unknown and mysterious lands of Skothar that lie far to the east of the Known World pandius.com thepiazza.org.uk Previous Issues Previous Issues Previous issues of THRESHOLD - the Mystara Also available at the same location are higher Magazine, are available for download from the resolution versions of the maps that were Vaults of Pandius website. included in the issue’s PDF, allowing greater detail to be viewed. #1 - “Karameikos” #2 - “Vaults of Pandius” #3 - “The Sea of Dread” #4 - “Return to Dread” #5 - “Exploring Davania” #6 - “The Northlands” #7 - “Exploring Norwold” #8 - “Warlordsof Norwold” #9 - “Hollow World” #10 - “Elven Realms” #11 - “Thyatis & Alphatia” #12 - “Ages Past” #13 - “A Crucible of Creatures” #14 - “the Shadowdeep” #15 - “Mystaraspace” #16 - “Dwarves, Gnomes & Hin” #17 - “Western Brun” #18 - “Savage Coast” #19 - “Planes and Immortals” THRESHOLD: The Mystara Magazine Issue #20 Issue Contents Issue #20 Editorial................................................................................3 This Issue s Contributors......................................................4 Call for Contributors.............................................................6 Atlas of Mystara - Skothar - 72 miles /hex............................7 The Great History of Skothar.............................................10 The Political Maps of Skothar.............................................49 Three Nations of Skothar....................................................75 -
AD&D 2Nd Edition Core Products
AD&D 2nd Edition Core Products - Rulebooks 2100 Dungeon Master's Guide (original cover) 2101 Player's Handbook (original printing) 2121 Tome of Magic (hardcover) 2121S Tome of Magic (softcover) 2138 Book of Artifacts (hardcover) 2138S Book of Artifacts (softcover) 2159 Player's Handbook (black "revised" printing) 2160 Dungeon Master Guide (black "revised" printing) AD&D 2nd Edition Core Products - Boxed Sets 1134 Introduction to AD&D (2nd Ed.) with audio CD (small box) 1135 Introduction to AD&D (2nd Ed.) with audio CD (large box) AD&D 2nd Edition Core Products - Fast Play Game 11331 Wrath of the Minotaur 11373 Eye of the Wyvern 11450 Dungeons & Dragons® Game AD&D 2nd Edition Core Products - Optional Core Rules 2156 DM's Option: High-Level Campaigns (hardcover) 2156S DM's Option: High-Level Campaigns (softcover) 2149 Player's Option: Combat & Tactics (hardcover) 2149S Player's Option: Combat & Tactics (softcover) 2154 Player's Option: Skills & Powers (hardcover) 2154S Player's Option: Skills & Powers (softcover) 2163 Player's Option: Spells & Magic (hardcover) 2163S Player's Option: Spells & Magic (softcover) 11383 Campaign Option: Council of Wyrms AD&D 2nd Edition Core Products - DM Reference Guide 2112 DMRG1 Campaign Source Book & Catacomb Guide 2114 DMRG2 Castle Guide 2123 DMRG3 Arms and Equipment Guide 2128 DMRG4 Monster Mythology 2133 DMRG5 Creative Campaigning 2144 DMRG6 Complete Book of Villains 2151 The Complete Book of Necromancers 2164 Sages and Specialists 2170 Of Ships and the Sea AD&D 2nd Edition Core Products - Player Reference -
THE ROGUES GALLERY a Compendium of Non-Player Characters for ADVANCED DUNGEONS & DRAGONS™
THE ROGUES GALLERY A Compendium of Non-Player Characters for ADVANCED DUNGEONS & DRAGONS™ Includes hundreds of randomly generated non-player characters and personalities for ADVANCED DUNGEONS & DRAGONS™ Sample file ^Paladin and TVarMrse by Brian Blume with Dave Cook and Jean Wells Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed toth e toy and hobby trade by regional distributors. © 1980, TSR Games ISBN 0-935696-18-0 ALL RIGHTS RESERVED TSR Games POB 756 LAKE GENEVA, Wl 53147 PRINTED IN U.S.A. TABLE OF CONTENTS Introduction • 2ttttlttTTtt Assassins 4 Bards 5 Clerics 6 Druids 8 Fighters 10 Illusionists 13 Magic-users 14 Monks 16 Multi-Classed Characters 18 Paladins 23 Rangers 24 Thieves 26 Sages 28 OLevel Characters Sample file 28 Caravans 29 City Guards, City Watch, Border Patrols 31 Pilgrims 32 Bandits and Buccaneers 33 Couatl, Ki-Rin, Shedu 35 Liches 36 Dungeon Parties 36 Personalities 39 THE ROGUES GALLERY is intended as a playing aid for ADVANCED DUNGEONS ft DRAGONS™ to assist the Dun- geon Master in creating Non-player Characters (NPC's). In it are statistics, combat information, and special skills for all classes of characters, along with notes on appearance, personality, and magic items. Use of this booklet will allow the DM to completely detail all information about randomly encountered characters in a much shorter time than is otherwise required. Also included in these charts are details on some monsters and groups of men which often prove time-consuming to create. -
Threshold Magazine Issue 26
#26 Download for Free from www.pandius.com The Mystara Magazine HEROES, VILLAINS and ORGANIZATIONS The twenty-sixth issue of Mystara’s premier magazine leads you to meet interesting and dangerous characters, new allies or new enemies ! A free download from thepiazza.org.uk pandius.com Previous Issues FREE Downloads of Previous Issues Previous issues of THRESHOLD - the Mystara Also available at the same location are higher Magazine, are available for download from the resolution versions of the maps that were Vaults of Pandius website. included in the issue’s PDF, allowing greater detail to be viewed. #1 - “Karameikos” #2 - “Vaults of Pandius” #3 - “The Sea of Dread” #4 - “Return to Dread” #5 - “Exploring Davania” #6 - “The Northlands” #7 - “Exploring Norwold” #8 - “Warlordsof Norwold” #9 - “Hollow World” #10 - “Elven Realms” #11 - “Thyatis & Alphatia” #12 - “Ages Past” #13 - “A Crucible of Creatures” #14 - “the Shadowdeep” #15 - “Mystaraspace” #16 - “Dwarves, Gnomes & Hin” #17 - “Western Brun” #18 - “Savage Coast” #19 - “Planes and Immortals” #20 - “Skothar” #21 - “Specularum” #22 - “Adventures & Campaigns” #23 - “Adventures & Campaigns 2” #24 - “Adventures & Campaigns 3” #25 - “Strongholds” : The Mystara Magazine Issue #26 Contents Contents Issue #26 Editorial.......................................................................................3 This Issue’s Contributors.............................................................4 Call for Contributors....................................................................7 A Mystara Glossary.......................................................................8 -
Forgotten Realms (138)
Forgotten Realms (138) Hardbacks (1) reading collection TSR # Title copy copy 2106 Adventures 1 Boxed Sets (19) reading collection TSR # Title copy copy 1031 Forgotten Realms Campaign Set 2 2 1085 (1st) Forgotten Realms Campaign Setting (gold) 1 2 1085 (2nd) Forgotten Realms Campaign Setting (grey) 2 1032 Kara-Tur: The Eastern Realms 1040 City System 1 1055 The Horde 1 1060 The Ruins of Undermountain 1 2 1104 The Ruins of Undermountain II: The Deep Levels 2 2 1066 Maztica 2 1083 Menzoberranzan 2 1084 The Ruins of Myth Drannor 2 1109 City of Splendors 1 2 1111 Elminster’s Ecologies 1 2 1120 Ruins of Zhentil Keep 2 1121 Spellbound 2 1142 The North 1 2 1147 Arcane Age: Netheril: Empire of Magic 1 2 1159 Lands of Intrigue 1 2 9262 FR8: Cities of Mystery 1/incomp 1 9561 Empires of the Shining Sea 1 2 Accessories (71) reading collection TSR # Title copy copy 8225 What is the Forgotten Realms Campaign Setting Anyway? Forgotten Realms Conspectus 2 9297 FOR1 Draconomicon 2 1 9326 FOR2 The Drow of the Underdark 2 3 9346 FOR3 Pirates of the Fallen Stars 1 9390 FOR4 The Code of the Harpers 1 9430 FOR5 Elves of Evermeet 1 2 9475 FOR6 The Seven Sisters 1 9487 FOR7 Giantcraft 1 2 9491 FOR8 Pages from the Mages 2 9492 FOR9 Wizards & Rogues of the Realms 1 2 9509 FOR10 Warriors & Priests of the Realms 1 2 9547 FOR11 Cult of the Dragon 11316 FOR12 Demihumans of the Realms 1 11430 FOR13 Secrets of the Magister 1 2 9213 FR1 Waterdeep and the North 2+1 9217 FR2 Moonshae 2 3+1 9224 FR3 Empires of the Sands 1 9229 FR4 The Magister 1 2+1 9233 FR5 Dreams of the -
Advanced Dungeons & Dragons® Initiative And
® AAADVANCED DDDUNGEONS & DDDRAGONS ®® IIINITIATIVE AND CCCOMBAT TTTABLE Compiled by David M. Prata (“DMPrata”) Version 2.2 (19 March 2006) ENCOUNTERS, COMBAT, AND INITIATIVE I. Determine if either or both parties are surprised. A. Normally, a d6 is rolled for each party. A roll of 1 or 2 indicates surprise. 1 2 1. Some individuals, notably rangers, are surprised less often — 1 in 6 (16 /3%) less often, in the case of rangers. This benefit accrues to the entire party. 2 Tenser the Arch-Mage and Otis the Ranger are traveling through the Gnarley Forest when a band of really stupid orcs attacks them. Our heroes have only a 1 in 6 chance to be surprised. Had Tenser been alone, he would have had the standard 2 in 6 chance of surprise. 2 2. Some individuals, notably rangers, surprise others more often — 1 in 6 (16 /3%) more often, in the case of rangers. 3 This benefit, however, does not accrue to the entire party. After soundly thrashing the orcs, Tenser and Otis track them to their lair. They have only the standard 2 in 6 chance to surprise the orcs. Had Otis been by himself, he would have received his improved 3 in 6 chance to surprise them. 3. Where either side uses a die other than d6 to determine surprise, convert to percentages (e.g., 1 in 1 4 8 equals 12 /2%, 9 in 10 equals 90%, etc.). While Otis is investigating the orcs’ underground lair (alone), he spots a group of duergar. Normally, the duergar are only surprised on a 1 in 10 (10%).